Black Gryph0n x WAVE Live VR Concert
At Wave, we’ve successfully built interactive, live VR music experience with performances by Justin Bieber, John Legend, Pentakill, Calvin Harris, Black Gryph0n and many others.
As the primary developer of the content creation systems/SDK, I worked in a cross-functional agile team, taking initiatives on system architectures, UX, workflow tools, performance optimizations, providing technical mentorship to non-tech teams and ensuring high-quality delivery in a mission-critical production environment. Proud to highlight that our work has leveraged the show production efficiency from 1/over a quarter to 2/week!
My dual role as an SDK developer and Shows Tech Lead allowed me to close the loop from creation to production, treating our foundational systems as a product that must survive the pressure of a live environment.
I was involved end-to-end in the development of the foundational stack, besides the above - I worked on networked multiplayer features, components for livestreaming, Unreal Engine editor extensions, multiple GUI tools, testing frameworks such as simulation bots and automation, and various workflow Python-based automation tools used in show production.
Tech: C++, UE5 (engine source), Meta Quest 3, Android, Linux, Windows, Unreal Insights, RenderDoc, Grafana, Live Link, TouchOSC, Virtual Reality
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PICO x WAVE: Calvin Harris Experience
I partnered with creative teams to transform evolving show requirements into robust systems/tools in the content creation SDK, balancing artistic freedom with strict VR performance budgets. I also resolved platform-specific VFX rendering bottlenecks for PICO, ensuring a high-fidelity, seamless experience for every attendee.
Tech: C++, UE4 (engine source), PICO (ByteDance), Android, iOS, Linux, Windows, RenderDoc, Unreal Insights, Virtual Reality.
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Pentakill III: Lost Chapter - An Interactive Album Experience
The concert was created on an older gameplay system in Unity, using the Timeline system to drive interactions. This was the first show after I joined Wave, where I was mainly involved in troubleshooting gameplay logic and client-server communication that triggers interactive mechanics.
Tech: C#, Unity, Unity Profiler, Windows, HTML
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Word Collect
Word Collect was one of the main projects I worked on at Super Free (Super Lucky before acquisition).
My contributions include gameplay feature implementation in C#/Unity and level editor tooling for designers. Besides, I built one of the new games from scratch, and also implemented the backend service in Ruby On Rails and MySQL for the Leaderboard feature of the highest player retention and revenue in Word Collect.
Tech: C#, Unity, Unity Profiler, Android, iOS
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Magic Ideation - Productivity App on Magic Leap
The technical demo won Top 3 at the AT&T + Magic Leap hackathon in San Francisco. I was the lead engineer on the team building the core systems, empowering the user to jot down ideas, place and connect stickers similarly to creating a mind map.
Tech: C#, Unity, Magic Leap, Mixed Reality